L2: task-grouped action bar + kit-drawn dock panel

New pure action_bar module (clusters, keybinding sub-labels, overflow, hit-test) supersedes the flat M11 strip; bank_panel chrome/buttons/tabs/grid now draw through the L1 kit by role with hover. Expose draw_kit::toLice in header to fix drawThumbnail forward-refs. CTest 27/27.
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2026-07-26 20:52:37 -04:00
parent a20cb46d65
commit 54f37be0bb
7 changed files with 1128 additions and 292 deletions
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// action_bar — pure implementation. See action_bar.h. NO REAPER / SWELL / LICE / vendor.
#include "action_bar.h"
#include <cstddef>
namespace reasampler {
namespace {
// The total button count across all clusters (empty clusters contribute nothing).
int totalButtons(const std::vector<ClusterSpec>& clusters) {
int n = 0;
for (const ClusterSpec& c : clusters)
if (c.count > 0) n += c.count;
return n;
}
// Fills a slot's label / binding sub-rects from its box per the spec. The binding is the
// bottom `bindingHeight` micro strip; the label is the remainder above it, both inset
// horizontally so text clears the button edge. A button shorter than minSplitHeight is not
// split: bindingBox stays empty and the label fills the interior (the shell draws only the
// label — graceful, no clipped micro row).
void fillTextRects(ActionBarSlot& s, const ActionBarSpec& spec) {
const int hpad = 4; // horizontal text inset inside the button
const int innerX = s.x + hpad;
const int innerW = s.width - 2 * hpad;
if (innerW <= 0) return; // too narrow for text; leave sub-rects empty
if (s.height >= spec.minSplitHeight && spec.bindingHeight > 0 &&
s.height - spec.bindingHeight > 0) {
const int bindH = spec.bindingHeight;
const int labelH = s.height - bindH;
s.labelX = innerX; s.labelY = s.y; s.labelW = innerW; s.labelH = labelH;
s.bindX = innerX; s.bindY = s.y + labelH; s.bindW = innerW; s.bindH = bindH;
} else {
// Too short to split — label fills the interior; no binding row.
s.labelX = innerX; s.labelY = s.y; s.labelW = innerW; s.labelH = s.height;
s.bindX = s.bindY = s.bindW = s.bindH = 0;
}
}
// Tiles the first `visible` buttons into slots, cluster by cluster, left to right. This is the
// ONE placement routine; both computeBarSlots and hitTestActionBar drive it so draw and
// hit-test can never drift. `visible` is assumed already clamped to [0, total]. Returns the
// slots in ascending flat-index order.
std::vector<ActionBarSlot> tile(const ActionBarRect& bar,
const std::vector<ClusterSpec>& clusters,
const ActionBarSpec& spec, int visible) {
std::vector<ActionBarSlot> slots;
if (visible <= 0) return slots;
slots.reserve(static_cast<std::size_t>(visible));
const int top = bar.y + spec.verticalInset;
const int btnH = bar.height - 2 * spec.verticalInset;
if (btnH <= 0) return slots;
int cursorX = bar.x + spec.sidePad;
int flatIndex = 0; // running flat action index across all clusters
int placed = 0; // buttons placed so far (stops at `visible`)
bool firstClusterEmitted = false;
for (const ClusterSpec& c : clusters) {
if (c.count <= 0) continue; // skip empty clusters (no gap emitted)
if (placed >= visible) break;
// Gap BEFORE this cluster (except the first non-empty one).
if (firstClusterEmitted) cursorX += spec.clusterGap;
firstClusterEmitted = true;
for (int i = 0; i < c.count; ++i, ++flatIndex) {
if (placed >= visible) return slots; // overflow cut — stop cleanly
if (i > 0) cursorX += spec.buttonGap; // gap between buttons in the cluster
ActionBarSlot s;
s.index = flatIndex;
s.cluster = c.cluster;
s.x = cursorX;
s.y = top;
s.width = spec.buttonWidth;
s.height = btnH;
fillTextRects(s, spec);
slots.push_back(s);
cursorX += spec.buttonWidth;
++placed;
}
}
return slots;
}
// The rightmost pixel the first `visible` buttons would occupy (bar.x + sidePad based). Used by
// computeBarFit to test whether a candidate visible-count fits within the bar's usable width.
// Mirrors tile()'s advance math exactly (gaps included) so fit and layout agree.
int rightEdgeFor(const ActionBarRect& bar, const std::vector<ClusterSpec>& clusters,
const ActionBarSpec& spec, int visible) {
if (visible <= 0) return bar.x + spec.sidePad;
int cursorX = bar.x + spec.sidePad;
int placed = 0;
bool firstClusterEmitted = false;
for (const ClusterSpec& c : clusters) {
if (c.count <= 0) continue;
if (placed >= visible) break;
if (firstClusterEmitted) cursorX += spec.clusterGap;
firstClusterEmitted = true;
for (int i = 0; i < c.count; ++i) {
if (placed >= visible) return cursorX;
if (i > 0) cursorX += spec.buttonGap;
cursorX += spec.buttonWidth; // this button's right edge
++placed;
if (placed >= visible) return cursorX;
}
}
return cursorX;
}
} // namespace
BarFit computeBarFit(const ActionBarRect& bar, const std::vector<ClusterSpec>& clusters,
const ActionBarSpec& spec) {
BarFit fit;
const int total = totalButtons(clusters);
if (total <= 0 || bar.width <= 0 || bar.height <= 0 || spec.buttonWidth <= 0) {
fit.hiddenCount = total > 0 ? total : 0;
return fit;
}
const int usableRight = bar.x + bar.width - spec.sidePad;
// Largest prefix of buttons whose right edge stays within the usable right bound. Buttons
// never shrink; trailing ones that do not fit are the overflow (dropped whole).
int visible = 0;
for (int cand = 1; cand <= total; ++cand) {
if (rightEdgeFor(bar, clusters, spec, cand) <= usableRight)
visible = cand;
else
break;
}
fit.visibleCount = visible;
fit.hiddenCount = total - visible;
return fit;
}
std::vector<ActionBarSlot> computeBarSlots(const ActionBarRect& bar,
const std::vector<ClusterSpec>& clusters,
const ActionBarSpec& spec) {
if (bar.width <= 0 || bar.height <= 0 || spec.buttonWidth <= 0) return {};
const BarFit fit = computeBarFit(bar, clusters, spec);
return tile(bar, clusters, spec, fit.visibleCount);
}
int hitTestActionBar(int px, int py, const ActionBarRect& bar,
const std::vector<ClusterSpec>& clusters, const ActionBarSpec& spec) {
if (bar.height <= 0 || bar.width <= 0) return -1;
// Reject outside the bar band first (half-open bounds match the slots).
if (px < bar.x || px >= bar.x + bar.width ||
py < bar.y || py >= bar.y + bar.height)
return -1;
const std::vector<ActionBarSlot> slots = computeBarSlots(bar, clusters, spec);
for (const ActionBarSlot& s : slots) {
if (px >= s.x && px < s.x + s.width && py >= s.y && py < s.y + s.height)
return s.index;
}
return -1; // inter-button/cluster gap or the overflow dead-zone — a clean miss
}
} // namespace reasampler